[quote who="Whitestardragon" reply="33" id="3480300"] Im liking how the game sounds like its shaping up. I was wondering if their is a ship component to allow the players to make a carrier class type of ship? [/quote] Not at the moment. I've been waiting patiently for them to add such a component.
parrottmath
[quote who="Grathocke" reply="198" id="3480218"] Quoting parrottmath, reply 196 Nice stuff Rand Johnson. I noticed that you don't have a thumbnail of the ship in your build menu. If you want to get that to show up I find that if you redesign the ships by saying use design then just save it a bunch of times
Nice stuff Rand Johnson. I noticed that you don't have a thumbnail of the ship in your build menu. If you want to get that to show up I find that if you redesign the ships by saying use design then just save it a bunch of times it will eventually show up, then I delete the other copies.
At present you can use all parts from each faction and they will be textured depending on the faction you choose. I suspect that we will have more control of this ability at least through a modded environment where we may add our own textures, but I'm just speculating. I think that has been mentioned.
No need for mines, when you can create cheap fighters.
First I recommend watching the dev streams... https://www.youtube.com/user/stardockgames They actually are playing the game to which we have access. July 11th's stream is our current alpha build. To answer the specific questions you have Explore... yes we can create large maps with some limited shapes. Colonize planets... yes we can colonize planets and build up factories / research centers / farming facilities / etc... Build ships...
[quote who="mormegil" reply="1" id="3479784"] We have recently set up art defines per line type. We will be tweaking these for beta.[/quote] That is great news.
[quote who="Bellack" reply="57" id="3479942"]No one is suggesting switching our coordinate system which really has nothing to do with this game disgustion.[/quote] A lot of the facing rules for squares can be taken care of by the use of octagons. There are 8 faces and gives more gradation. The usage here is that squares provide a nice tessellation, in combat, it could easily switch to placing an octagon around the individual to indicate the different faces, we do not need to be trappe
A similar concept although old and I don't quite recommend is the game called Outpost. Where you try to load up a ship with limited supplies and try to survive on an inhospitable planet with these supplies. But it is more like a city builder than anything. Beyond that I cannot think of any type of game like Homeworld in narrative.
Could we get a visual difference on connection trails in Gal Civ 3? There are starports that have sponsors from planets. They have a connection line to these planets. But I can have a starbase near by that has connection trails to resources. Some of these lines may overlap. I'm assuming that we will see connection lines from trade with other planets. Would it be possible to differentiate these things visually be it coloring or alternate graphic for each?
[quote who="charon2112" reply="102" id="3479773"] Quoting parrottmath, reply 101 In the dev stream on July 11, they mentioned that the starports were going to get a defense, as well as starbases. By 'defense' do they mean shields and armor, or the capability to fight off attackers...?[/quote] Not sure, they said defense. They were rather vague on the whole thing, probably since the combat system hasn't been finalized. You can
The addition of 3d might be a bit much on the user interface. It is difficult to give commands from a 2d screen on a 3d map. Also, the amount of data that needs to be computed from 2d to 3d grows rather quickly. In short, I support 3d maps, but I don't think the technology to functionally run 3d from a tactical overlay is there yet.
They have already unlocked MP to support larger map sizes than small.
In the dev stream on July 11, they mentioned that the starports were going to get a defense, as well as starbases. They also mentioned talking about Drengin not starting with weapons and the ranging issues will be modified. Unless they give more direct details on exactly what they are going to provide in terms of defense of the starport, we'll have to wait and see. When I mentioned defense, I was referring to military ships defending the starport, these military ships have offensi
[quote who="charon2112" reply="96" id="3479719"]I wouldn't give starports a ranged attack, but they definitely should have good built in defenses that would require a pretty hefty fleet to destroy, think Babylon 5. [/quote] But then should the star-ports have a maintenance cost? Since I could fly this star-port to the other persons territory and they need a pretty hefty fleet to destroy it, while I keep pumping ships beefing the starport up in their territory. Or would this defens
[quote who="DARCA1213" reply="93" id="3479401"] Yea yea yea, a classic nostalgic rant by yours truly. Bravo Parrotmath. Really, your a good tenacious bastard and I like you. You've stuck with this and put up some good ideas. Though I do not like many of them. I read this because its fun and I saw a opportunity to make fun of you. DARCA. [/quote] Yes... I like to get a good conversations and to find imbalances in the game and get all t
From my memory, the requirement is half of each ages techs before the next age. I think this was mentioned in a dev stream. I forget which one though.
[quote who="Crocell44" reply="90" id="3479277"] OK, let's say there is no shipyard and you moved 2 tiny ships around my planets, attacking every ship I build while you research Planetary Invasion. At this point, I will focus on military research and build military ships continuously in order to break your blockade. I won't succeed immediately, but I am bound to damage or kill some of your blockading ships (depending on how production and combat works). So,
I don't quite understand you point. I would like to understand it and I read all your posts carefully to see the main point. But I think I carry your argument in my mind to other cases that are never addressed which probably leads to my miss-understanding. I guess I would understand it more if you explain in detail how the removal of the shipyard would prevent me from moving a small tier 1 fleet to your main planet(s) as you can only have 2 in a tiny map, and destroying every sing
It shouldn't be a whitish-grey circle. I'll take a look at it.
It sounds like the fonts are not showing up in game. Have you tried this... https://forums.galciv3.com/452708/page/1/ I'm not saying it would fix your problem. But I don't think it would hurt to try to re-install the fonts.
Have fun with the unit... ;)
Nice, but I think I'm gonna miss this one unfortunately. I'll have to catch the replay... The idea of Drengin starting with weapons leads to an interesting balancing issue. If they start with weapons and others do not, any game with the Drengin leads to an early game slaughter on a tiny map (or close proximity). What kinds of balance plans are going to be implemented? Pirates have been mentioned that they will be in the game. Will these pirate ships be able to destroy
You may be right about that... I haven't tested it, but I suppose you can set the damage from the spell instead of the weapon itself... I guess I'll have to ponder the question more then.
Yes, you can do something like this... For melee weapon create an ability with this (see Frostborn ability for where the game uses this ability) MeleeAppliesSpell Then create a spell that will give the player the resource (Alchemy comes to mind for the spell that gives you resources) and put this in the game modifier. 1 This specifies that this modi